











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 14 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by orc corruptor at level 14 on the 74th Dusk 122nd year of Ascendancy at 18:09 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 40 (base 30) |
| Dexterity | 22 (base 15) |
| Constitution | 34 (base 24) |
| Magic | 12 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -5/558 |
| Stamina | 24/178 |
| Healing Factor | 1.2853365646231 |
| Regeneration | 8.5700419252184 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 18.815289237657 |
| See Invisible | 18.815289237657 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 45 |
| Crit Chance | 8% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +10% |
| Fire | +12% |
| Physical | +10% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 34.317011280365 (72.903125182002%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 31 |
| Physical Save | 41 |
| Spell Save | 29 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Light | + 30%( 70%) |
| Darkness | + 6%( 70%) |
| Cold | + 11%( 70%) |
| Mind | + 11%( 70%) |
| Fire | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 49% |
| Confusion Resistance | 0% |
| Pinning Resistance | 26% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 310 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 504% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by hornet swarm. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| Quiver | [vs. Nerusedavea the Dimquarry (24/24, 14-20 power, 5 apr) (Quiver)]Nerusedavea the Dimquarry (24/24, 14-20 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +1.0% (-) Capacity: 24 (-) Damage (Ranged): +12(-) lightning / +4(-) cold Damage (radius 1) on hit: +12(-) mind / +12(-) darkness Damage (radius 2) on crit: +9(-) lightning / +20(-) darkness Arrows are used with bows to pierce your foes to death. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Wil / +5(-) Con Changes damage: +10%(-) physical Talent masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+6 eff.) (-) Spell save: +12 (+6 eff.) (-) Mental save: +12 (+7 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | [vs. steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) (On hands)]steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Physical power: +10 (+3 eff.) (-) Armour: +2 (-) Fatigue: +3% (-) Changes stats: +3(-) Str Physical save: +7 (+3 eff.) (-) Mental save: +5 (+2 eff.) (-) Disarm immunity: +23% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. iron pickaxe of deeplife (dig speed 30 turns) (Tool)]iron pickaxe of deeplife (dig speed 30 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str Changes resistances: +6%(-) darkness Damage affinity(heal): +15%(-) darkness Infravision radius: +4 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. savage's copper ring of pilfering (On fingers, 1 of 2)]savage's copper ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) (-) Armour penetration: +9 (-) Defense: +7 (+7 eff.) (-) Changes stats: +2(-) Con Spell save: +11 (+6 eff.) (-) Maximum stamina: +11.00 (-) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 88% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. savage's copper ring of pilfering (On fingers, 1 of 2)]Darkstar the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour penetration: +0 (-9) Defense: +0 (+0 eff.) (-7 (-7 eff.)) Damage when hit (Melee): 2 mind Changes stats: +0(-2) Con Changes resistances penetration: +20% darkness Changes damage: +6% fire / +15% mind / +3% darkness Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +21% Maximum life: +27.00 Maximum stamina: +0.00 (-11.00) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. vitalizing steel amulet (Around neck)]vitalizing steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2(-) Con Physical save: +6 (+3 eff.) (-) Life regen: +3.00 (-) Maximum life: +45.00 (-) Amulets make your neck look great! |
| In main hand | [vs. Glaresmash the dwarven-steel dagger (18-24 power, 9 apr) (In main hand, 1 of 2)]Glaresmash the dwarven-steel dagger (18-24 power, 9 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-) Crit. chance: +6.0% (-) Attack speed: 100% (-) Damage (Melee): +10(-) darkness Damage against: +8% (-)Living When wielded/worn: Damage when hit (Melee): 2(-) light Changes stats: +1(-) Con Physical save: +6 (+3 eff.) (-) Maximum hate: +4.00 (-) Sharp, short and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. Earthwasp (Around waist)]Earthwasp Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 39% Damage (Melee): 0(-20) item nature slow Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +6%(-) cold / +3%(-) fire Damage against: +17% (-)Summoned Reduced damage from: +16% (-)Summoned A belt that goes around your waist. |
| In off hand | [vs. steel shield 'Polywyn' (0 def, 4 armour, 16-19 power, 41.5 block) (In off hand)]steel shield 'Polywyn' (0 def, 4 armour, 16-19 power, 41.5 block) Requires: - Shield usage training - Strength 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% (-) Block value: +42 (-) Damage (radius 1) on hit: +12(-) mind When wielded/worn: Armour: +4 (-) Fatigue: +8% (-) Changes stats: +1(-) Str / +3(-) Wil Changes resistances: +11%(-) mind Talents granted: +1.00(-) Block Psi when hit: +0.12 (-) Maximum hate: +4.00 (-) Handheld deflection devices. |
| Cloak | [vs. linen cloak 'Blazesin' (1 def, 0 armour) (Cloak)]linen cloak 'Blazesin' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Damage when hit (Melee): 4(-) arcane Changes stats: +2(-) Dex / +2(-) Mag / +2(-) Cun Changes resistances penetration: +5%(-) arcane Changes damage: +6%(-) fire Infravision radius: +3 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. impenetrable steel mail armour of the deep (2 def, 14 armour) (Main armor)]impenetrable steel mail armour of the deep (2 def, 14 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +7%(-) acid / +5%(-) cold Allows you to breathe in: water A suit of armour made of mail. |
Inventory
blink rune of the warrior (range 5; phase 17; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. vitalizing steel amulet (Around neck)]clarifying copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-2) Con Changes resistances: +10% mind Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +22% Life regen: +0.00 (-3.00) Maximum life: +0.00 (-45.00) Amulets make your neck look great! |
[vs. vitalizing steel amulet (Around neck)]starlit copper amulet of mastery (0.13 Technique / Battle tactics) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-2) Con Changes resistances: +11% light / +10% darkness Talent mastery: +0.13 Technique / Battle tactics Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Blindness immunity: +21% Life regen: +0.00 (-3.00) Maximum life: +0.00 (-45.00) Amulets make your neck look great! |
[vs. vitalizing steel amulet (Around neck)]warrior's steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-2) Con Changes resistances: +5% physical Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Life regen: +0.00 (-3.00) Stamina each turn: +0.30 Maximum life: +0.00 (-45.00) Amulets make your neck look great! |
[vs. vitalizing steel amulet (Around neck)]gold amulet 'Glittermalice' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Damage when hit (Melee): 2 physical Changes stats: +0(-2) Con / +3 Wil Changes resistances: +10% light / +10% darkness Changes damage: +9% light Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Blindness immunity: +23% Life regen: +0.00 (-3.00) Maximum life: +0.00 (-45.00) Infravision radius: +1 Amulets make your neck look great! |
[vs. savage's copper ring of pilfering (On fingers, 1 of 2)]treant's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour penetration: +0 (-9) Defense: +0 (+0 eff.) (-7 (-7 eff.)) Changes stats: +0(-2) Con Changes resistances: +6% nature / +6% blight Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Poison immunity: +11% Disease immunity: +13% Maximum stamina: +0.00 (-11.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. savage's copper ring of pilfering (On fingers, 1 of 2)]steel ring of corrosion (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour penetration: +0 (-9) Defense: +0 (+0 eff.) (-7 (-7 eff.)) Changes stats: +0(-2) Con Changes resistances: +22% acid Changes damage: +11% acid Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Maximum stamina: +0.00 (-11.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. savage's copper ring of pilfering (On fingers, 1 of 2)]Shadewrest Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour penetration: +0 (-9) Defense: +0 (+0 eff.) (-7 (-7 eff.)) Changes stats: +0(-2) Con Changes resistances penetration: +5% mind Changes damage: +6% darkness / +9% fire Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Stun/Freeze immunity: +22% Life regen: +3.00 Maximum stamina: +0.00 (-11.00) Mental crit. chance: +8% Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Glaresmash the dwarven-steel dagger (18-24 power, 9 apr) (In main hand)]iron longsword 'Duvorig' (12-18 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5(-6.0 - -6.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-7) Crit. chance: +3.5% (-2.5%) Attack speed: 100% (-) On weapon hit: * 11% chance to reduce all saves and defense by 14 Damage (Melee): +5 mind / +0(-10) darkness Damage against: +0% (-8% )Living When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +8 Damage when hit (Melee): 0(-2) light Changes stats: +2 Wil / +2 Cun / +0(-1) Con Critical mult.: +5.00% Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum hate: +0.00 (-4.00) Sharp, long, and deadly. |
[vs. Glaresmash the dwarven-steel dagger (18-24 power, 9 apr) (In main hand)]Emeluyath the Quenchkiller (22-30 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1(+3.0 - +6.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-5) Crit. chance: +3.5% (-2.5%) Attack speed: 100% (-) Damage (Melee): +0(-10) darkness Damage against: +0% (-8% )Living When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +8 (+5 eff.) Damage when hit (Melee): 0(-2) light Changes stats: +0(-1) Con Changes resistances: +3% lightning / +3% cold Changes resistances penetration: +5% cold Changes damage: +15% acid / +3% cold Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +28% Maximum hate: +0.00 (-4.00) Sharp, long, and deadly. |
[vs. Glaresmash the dwarven-steel dagger (18-24 power, 9 apr) (In main hand)]Cuthylentir the Shiverrock Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-9) Crit. chance: +0.0% (-6.0%) Attack speed: 100% (-) Firing range: +7 On weapon hit: * 10 arcane resource burn Damage (Melee): +0(-10) darkness Damage against: +0% (-8% )Living When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +3.0% Damage when hit (Melee): 0(-2) light Changes stats: +0(-1) Con Changes resistances: +3% acid Changes damage: +6% mind / +6% cold Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Psi when hit: +0.16 Maximum hate: +0.00 (-4.00) Slings are used to hurl stones or metal shots at your foes. |
[vs. steel shield 'Polywyn' (0 def, 4 armour, 16-19 power, 41.5 block) (In off hand)]reinforced steel shield (0 def, 6 armour, 16-20 power, 59.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8(+0.5 - +0.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% (-) Block value: +60 (+18) Damage (radius 1) on hit: +0(-12) mind When wielded/worn: Armour: +6 (+2) Fatigue: +8% (-) Changes stats: +0(-1) Str / +0(-3) Wil Changes resistances: +0%(-11%) mind Talents granted: +1.00(-) Block Psi when hit: +0.00 (-0.12) Maximum hate: +0.00 (-4.00) Handheld deflection devices. |
[vs. impenetrable steel mail armour of the deep (2 def, 14 armour) (Main armor)]rejuvenating steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-8) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +16% lightning / +0%(-5%) cold / +0%(-7%) acid Allows you to breathe in: water Life regen: +2.00 Stamina each turn: +1.10 A suit of armour made of mail. |
undeterred pair of iron boots of rushing (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Con Silence immunity: +23% Confusion immunity: +24% Stun/Freeze immunity: +21% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) (On hands)]hardened leather gloves 'Erirak' (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical power: +0 (+0 eff.) (-10 (-3 eff.)) Armour: +2 (-) Fatigue: +0% (-3%) Damage (Melee): 5 cold Changes stats: +0(-3) Str / +7 Wil Changes resistances: +5% cold Changes damage: +12% mind / +5% cold Physical save: +0 (+0 eff.) (-7 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-23%) Equilibrium when hit: +0.04 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)]brass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Mental save: +6 (+3 eff.) Light radius: +3 (-2) See stealth: +6 See invisible: +7 Healing mod.: +0% (-10%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Summertide Phial (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Maximum life: +42.00 Light radius: +5 (-) Healing mod.: +0% (-10%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
[vs. iron pickaxe of deeplife (dig speed 30 turns) (Tool)]iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3(+2) Str Changes resistances: +0%(-6%) darkness Damage affinity(heal): +0%(-15%) darkness Infravision radius: +0 (-4) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. iron pickaxe of deeplife (dig speed 30 turns) (Tool)]iron torque of gale force [power 100] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +0(-1) Str Changes resistances: +0%(-6%) darkness Damage affinity(heal): +0%(-15%) darkness Infravision radius: +0 (-4) When carried: Talent granted: +0(+-1) Dig It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. iron pickaxe of deeplife (dig speed 30 turns) (Tool)]focusing steel torque of gale force [power 165] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +0(-1) Str Changes resistances: +0%(-6%) darkness Damage affinity(heal): +0%(-15%) darkness Infravision radius: +0 (-4) When carried: Talent granted: +0(+-1) Dig It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 182 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
[vs. iron pickaxe of deeplife (dig speed 30 turns) (Tool)]elm totem of stinging [power 110] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +0(-1) Str Changes resistances: +0%(-6%) darkness Damage affinity(heal): +0%(-15%) darkness Infravision radius: +0 (-4) When carried: Talent granted: +0(+-1) Dig It can be used to sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By atal the Cornac Bulwark level 14
67th Dusk 122nd year of Ascendancy at 17:35 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By atal the Cornac Bulwark level 10
6th Mirth 122nd year of Ascendancy at 08:59 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By atal the Cornac Bulwark level 9
4th Mirth 122nd year of Ascendancy at 05:30 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By atal the Cornac Bulwark level 11
7th Dusk 122nd year of Ascendancy at 08:40 see stats
Log
atal killed Faeros!
Orc corruptor casts Curse of Vulnerability.
Atal is cursed.
Burning from Faeros hits atal for 29 fire damage.
Orc corruptor uses Orcish Fury.
Orc corruptor enters a state of bloodlust.
Atal stops burning.
Talent Vitality is ready to use.
Orc corruptor casts Blood Spray.
Atal is afflicted by a rotting disease!
Atal is recovering from the damage!
Orc corruptor hits atal for 153 blight damage.
Rotting Disease from Orc corruptor hits atal for 30 blight damage.
Orc corruptor casts Soul Rot.
Orc corruptor's Soul Rot hits atal for 242 blight damage.
Rotting Disease from Orc corruptor hits atal for 30 blight damage.
Atal uses Infusion: Healing.
Atal is free from the rotting disease.
atal receives 152 healing from Infusion: Healing.
Atal uses Infusion: Regeneration.
Atal starts regenerating health quickly.
Orc corruptor casts Blood Grasp.
Orc corruptor roars triumphantly.
Orc corruptor's Blood Grasp hits atal for 166 blight damage.
Orc corruptor receives 35 healing from Orc corruptor's Blood Grasp.
atal the level 14 cornac bulwark was poxed to death by an orc corruptor on level 1 of Zigur.
































































